2-hit attack. Hits once when the slabs are summoned next to her and again when they are smashed. Yet another powerful disjointed hitbox, hits on both sides and allows easy crossups. Will only hit once on blocking enemies.

2a

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Another amazing hitbox, reaches almost all the way to the floor from mid line. The initial hitbox covers her front without 6a's pesky blindspot. Does not hit directly below her.

Very poor hitbox like f.5a BUT has surprisingly long active frames and preserves all momentum. All her other air melees slow her movement, so this is her primary jump-in attack. Use it to stop grazers both offensively and defensively. At worst, you will trade.

Using her psychic powers, Sumireko pulls a telephone pole down from behind the side of the screen she is facing. Up to 4 hits. Extremely powerful zoning tool, and Sumireko's go-to attack. Used in many situations, such as neutral, combos, pressure, punishing, blockstrings... the list goes on. Expect experienced enemies to be looking for this move. Sumireko is left open to enemy fire while performing this move since the pole doesn't block bullets. Pushes enemies toward her on block. Watch how enemies graze this move, and be prepared with the appropriate melee attack. 10% stun per hit (max 4 hits).

2c, (low) j2c: Hydrokinesis - Manhole

Sumireko pops the lid off of a manhole somewhere in Gensokyo's vast sewer system, firing water upwards. Apparently only one manhole exists, since she cannot fire another while one is active. Both the manhole and the waterspout cause damage. Hits a set distance in front of her, and extends a bit above the center line. The waterspout blocks most bullets. Decent zoning tool, great at surprising enemies, but fairly long recovery. 5% stun per hit (max 5 hits).

(high) j2c: Chuỗi thư

AKA Special Delivery. Sumireko fires 7 pieces of mail downwards in a wide arc. Not useful in combos, but quick to fire and cancel, making it useful in screen control, and the backwards movement makes it good for keepaway. 10% stun per hit.

8c: Niệm lực - Dầm thép

Sumireko summons a girder and throws it downwards from above her head. While it is on screen, pressing 8c again will flip the girder upwards, adding an extra hit to the attack. It takes a surprisingly long time to graze through this move, so it can offer some cover. The flip can also catch some enemies off guard when the girder has already passed by them. Most useful in converting awkward stray hits into a 100% stun combo. 40% stun per hit.

Her only melee special. Use it to force people to block after a stun or when they are blocking 2c, 4c, etc. Whiffs in corner.

Above the middle axis high j2c (mail) twice.

Fills the screen with spam mails. Great back-up bullet cover. If you can get this out in neutral, you will have the advantage.

Below the middle axis A+B will summon an illusion that does 2c (manhole) twice.

Obscenely long blockstun if blocked in corner. The water spouts are great bullet barriers as well, so might come handy vs characters like Reimu.

The doppelgangers have their own hurtboxes, meaning they can block bullets and even attract homing ones like Reimu's B. However, they disappear immediately if when Sumireko is hit. All variations have fairly long recovery, so use this when you are sure you won't get countered immediately.

Sumireko pulls out a gun that was apparently created from a 3D printer. Fires instantly across the screen after the startup. Since it's a physical bullet, it can't be grazed. Wall slams.

Can be used to punish moves from fullscreen for a good amount of damage or confirm various moves like 4c, 66b, 6a, 6b, etc. It also instantly guard crushes slaves.

念力「サイコキネシスアプリ」: Psychokinesis "Psychokinesis App" Cost: 1000 (Vortex)

Sumireko pulls out her tablet, and uses some app on it to create a vortex of swirling junk. The junk will cause damage to foes that hit it, but it can be grazed. The vortex can be moved with the directional pad. At the end of the spell, the vortex will explode, causing damage and wall slam. You cannot tag spell until the vortex explodes.

Can be used to add damage to funky hitconfirms. Overall, the most versatile of Sumireko's spells.

4c deluxe. Sumireko pulls two radio towers down from behind each side of the screen. There is a long delay before the towers appear, so you need a tag spell to combo into them. Huge damage if it hits. Huge chip damage if it's blocked.

Even if Sumireko is hit on the first available frame after using the spellcard, the towers will continue to fall. This means you could use it almost anywhere and force the opponent to back off or take a tower to the back of the head. Ideally though, you would use it after a stun and force the opponent to eat damage or chip damage.

After the flash, Sumireko snaps her fingers, causing a white flash to engulf the screen. Hits everywhere except for a small area in the center of the screen. Is a bullet and can be grazed.

Invincible from the start of the move. It is extremely quick, and can be used to punish from fullscreen or as a reversal. Can be confirmed from any 4c. Very easy to confirm, and likely one of the best last words in the game.